dm_chameleon

poseyjmac

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dm_chameleon

+ time - night
+ size - small
+ players - 16(6 or less recommended)
+ it looks dark, but its actually very easy
to see opponents once you are fullscreen.


LAYOUT:

its a simple layout with jumppads and teleporters.
there are 2 areas(plus the small combinish interior below the house)
-hq interior(close quarters fights)
-hq exterior(vertical, 'quakish' fights)


INFO:

i can tell you right now, some of you will not like this map at all. the interior is CQB. and there are many goodies you
can only find inside, like the crossbow. it takes some skill to maneuver the level well, and i will not apologize for this or 'fix' this. :)
obviously it has no chance to place in the contest. initially this was going to be much different, and more suited
for the contest, but mid way in, i decided to go a different direction early on for the hell of it. i wasn't trying to make a practical 'pop' map with this one,
but something a bit different.

NOTE: also, there are no specular highlights in this map to be seen. so if you set mat_specular to 0, you will gain a substantial
framerate boost without any difference in visuals.


i tested this with quite a few people, but the most people on the server at one time would be 4. sorry for any bugs that
i couldn't find. my next map is going to be a less wacky concept. one more thing, the smoke you see in the city is supposed to resemble battles taking place below
while the little green and blue blips are resistance starfighter thingies. :)


---------

SCREENS

http://free.hostultra.com/~poseyjmac/dm_chameleon.html

and i suppose this is a good time to ask where i should send this zip to be hosted?
 
Looks good... dark maps never bugged me that much anyway.

I'm confused as to how you made those completely different environments make sense when they transition (City17 and more combine-esque stuff), but I'll trust you because the map looks so awesome.
 
yeah, looks good. btw i beat doom III, dark doesnt mean much after that. lol
 
Unvision said:
Looks good... dark maps never bugged me that much anyway.

I'm confused as to how you made those completely different environments make sense when they transition (City17 and more combine-esque stuff), but I'll trust you because the map looks so awesome.


what i sort of imagined is that the resistance built a house out of regular materials on top, and then put combinish materials on the outside to fool them into thinking it was a legitimate combine tower. something like that eheh.
 
Is this the beast (pun intended) you've been working on all this time posey? Looks good. :thumbs:
 
that looks great! any chance you want to join a mod team where you'd get to make big space-station interior maps?
 
I also posted on the VERC forums in your dm_chameleon thread, but maybe you'll read it sooner when i put it here as well..

I was wondering hwo you did those jumppads, you told me you did then with trigger_push, but i tried some stuff with that but i couldnt get it to work :( .

A bit more info would be nice.
 
Icke said:
I also posted on the VERC forums in your dm_chameleon thread, but maybe you'll read it sooner when i put it here as well..

I was wondering hwo you did those jumppads, you told me you did then with trigger_push, but i tried some stuff with that but i couldnt get it to work :( .

A bit more info would be nice.

physexplosion?
 
the main thing is making those 1 unit high playerclip steps you see. because for a trigger_push to automatically push you, you have to 'fall' onto it, otherwise you would have to jump to get pushed.

so then i made the trigger push brush the same size as the jumppad. its set to off. then i make a smaller brush inside which is just a trigger_multiple. this activates the trigger_push on start touch, and stops it on end touch.

if its not smaller than the push brush, you may not get a good jump, because being on the edge of a trigger_push doesn't make you go that high.

chameleon_jumppad.jpg
 
POSEY! where did you get that texture for your ground, to make it look like a city is down there?? is that with hl2/ and a 3d skybox??
 
AHH! its a hl2 texture. just use the texture filter and type city and you'll see it. there are 4 textures you have to fit together that make up 1 big square.
 
You should have subbmited this map. I think its very well done. Can't wait to battle on it.
 
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